/*
 * Copyright 2011, Google Inc.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */


/**
 * @fileoverview This file contains the 'ModelRender' implemenation.
 */

tdl.provide('ge.modelrenderer');

tdl.require('ge.gamecomponent');
tdl.require('ge.renderer');

ge.ModelRenderer = function(name, gameObject, model) {
  ge.GameComponent.call(this, name, gameObject);
  this.model = model;
  gameObject.addPublicProperties({
    world: new Float32Array(16),
    lightColor: new Float32Array([1, 1, 1, 1])
  });

  var pp = gameObject.publicProperties;
  this.per = {
    world: pp.world,
    lightColor: pp.lightColor
  };

  ge.game.sys['renderer'].addComponent(this);
}

tdl.base.inherit(ge.ModelRenderer, ge.GameComponent);

ge.ModelRenderer.prototype.draw = function(renderer) {
  renderer.drawPrep(this.model);
  renderer.draw(this.model, this.per);
};



